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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Deh0lise
    • September 16, 2014 at 6:02 PM
    • #11,361
    Quote from Spherix

    Quite surprised to see no posts about this gem yet that I ran across on Facepunch:


    {"$basetexture" "nicoreda/brickwall1_pa" }Basetexture have: RGB + Alpha = Diffuse + Heightmap [Blocked Image: http://img110.xooimage.com/files/6/9/4/untitled-477ab01.jpg] If I may link: http://facepunch.com/showthread.php…=1#post45897957

    I tested it but it is unlit... It may be useful in some walls, playing with diffuse color to fake it, but It is not suited to every situation.


    Searching in the VDC I've found this about parallax https://developer.valvesoftware.com/wiki/Parallax_mapping, and it says it should work as lightmappedgeneric, but it actually doesn't, at least not with detail & specular maps.


    It is an interesting feature, but I'm not using it by now..


    EDIT: There is a mod that does a good parallax mapping right, I've found this link: http://www.interlopers.net/forum/viewtopic.php?f=16&t=13380 not build into CSGO though

  • Pampers
    • September 16, 2014 at 6:56 PM
    • #11,362

    Source textures so blurry you won't notice the heigtmap stretching

  • D3ads
    • September 17, 2014 at 7:12 PM
    • #11,363

    I never saw bricks that were sticking out that much from the mortar...

  • nicoreda
    • September 17, 2014 at 10:16 PM
    • #11,364
    Quote from Deh0lise

    {"$basetexture" "nicoreda/brickwall1_pa" }Basetexture have: RGB + Alpha = Diffuse + Heightmap [Blocked Image: http://img110.xooimage.com/files/6/9/4/untitled-477ab01.jpg] If I may link: http://facepunch.com/showthread.php…=1#post45897957

    I tested it but it is unlit... It may be useful in some walls, playing with diffuse color to fake it, but It is not suited to every situation.


    Searching in the VDC I've found this about parallax https://developer.valvesoftware.com/wiki/Parallax_mapping, and it says it should work as lightmappedgeneric, but it actually doesn't, at least not with detail & specular maps.


    It is an interesting feature, but I'm not using it by now..


    EDIT: There is a mod that does a good parallax mapping right, I've found this link: http://www.interlopers.net/forum/viewtopic.php?f=16&t=13380 not build into CSGO though


    I don't know what to say, you have all I writed on the facepunch topic.

    With some tricks you can get that I've got http://cloud-4.steampowered.com/ugc/5396261894…2BEA4BF66D4EE7/

  • Deh0lise
    • September 18, 2014 at 5:13 AM
    • #11,365
    Quote from nicoreda

    {"$basetexture" "nicoreda/brickwall1_pa" }Basetexture have: RGB + Alpha = Diffuse + Heightmap [Blocked Image: http://img110.xooimage.com/files/6/9/4/untitled-477ab01.jpg] If I may link: http://facepunch.com/showthread.php…=1#post45897957

    I tested it but it is unlit... It may be useful in some walls, playing with diffuse color to fake it, but It is not suited to every situation.


    Searching in the VDC I've found this about parallax https://developer.valvesoftware.com/wiki/Parallax_mapping, and it says it should work as lightmappedgeneric, but it actually doesn't, at least not with detail & specular maps.


    It is an interesting feature, but I'm not using it by now..


    EDIT: There is a mod that does a good parallax mapping right, I've found this link: http://www.interlopers.net/forum/viewtopic.php?f=16&t=13380 not build into CSGO though


    I don't know what to say, you have all I writed on the facepunch topic.

    With some tricks you can get that I've got http://cloud-4.steampowered.com/ugc/5396261894…2BEA4BF66D4EE7/


    I didn't intent to devalue your contribution, I think it is great, it is just that when I saw it I thought it would be lit so I hurried to test it in my map, and then just noticed it was not. I may use it in a future map, but not on the bricks in my current one. Thanks for the info

  • aaaaasdasdasdasdasda
    • September 18, 2014 at 9:11 AM
    • #11,366

    Definitely made good progress with this.

    [Blocked Image: http://i.imgur.com/gld39lx.jpg][Blocked Image: http://i.imgur.com/MqVdCcM.jpg]

    I'm thinking this could become a good cs_ map if I could get a layout out of it.

  • tomm
    • September 18, 2014 at 5:41 PM
    • #11,367

    or a VIP map


    ...... oh wait, there's no VIP in csgo

  • Vinneri
    • September 18, 2014 at 6:04 PM
    • #11,368

    After De_Theos I'm now starting to understand the power of reference photos.


    [Blocked Image: http://puu.sh/bEbQT/d6f64b7408.jpg]

    [Blocked Image: http://puu.sh/bEbF6/f5a6606f26.jpg]

    Red texture is still a bit too bright..

  • tomm
    • September 18, 2014 at 6:32 PM
    • #11,369
    Quote from Vinneri

    After De_Theos I'm now starting to understand the power of reference photos.


    [pics]


    Red texture is still a bit too bright..


    I've never seen windows shaped like that o.0

  • Vinneri
    • September 18, 2014 at 7:39 PM
    • #11,370
    Quote from tomm

    I've never seen windows shaped like that o.0

    You can find those in Finland

    [Blocked Image: http://puu.sh/bEiRI/f845c22ed4.jpg]

  • Idolon
    • September 20, 2014 at 5:21 AM
    • #11,371

    [Blocked Image: https://dl.dropboxusercontent.com/u/37624951/20brushes/20brush10002.jpg]

    [Blocked Image: https://dl.dropboxusercontent.com/u/37624951/20brushes/20brush10003.jpg]

    My entry right now for a 20 brush challenge on Facepunch. Lighting errors and AA tearing ahoy!

  • Anth
    • September 20, 2014 at 5:33 AM
    • #11,372

    Here's a little something I've been working on. Counter-Strike: Source players might recognise it.

    [Blocked Image: http://i.gyazo.com/39e7296f8f19d527c63932b153b7e612.png]

  • FMPONE
    • September 20, 2014 at 6:43 AM
    • #11,373
    Quote from Idolon

    [Blocked Image: https://dl.dropboxusercontent.com/u/37624951/20brushes/20brush10002.jpg]

    [Blocked Image: https://dl.dropboxusercontent.com/u/37624951/20brushes/20brush10003.jpg]

    My entry right now for a 20 brush challenge on Facepunch. Lighting errors and AA tearing ahoy!


    This is superb. Please polish it up.

  • RaVaGe
    • September 20, 2014 at 8:53 AM
    • #11,374

    [Blocked Image: https://dl.dropboxusercontent.com/u/4055243/hw1.jpg]


    Something wrong is happening in Brazil :s

  • FMPONE
    • September 20, 2014 at 10:14 AM
    • #11,375
    Quote from OneShotAnth

    Here's a little something I've been working on. Counter-Strike: Source players might recognise it.

    [Blocked Image: http://i.gyazo.com/39e7296f8f19d527c63932b153b7e612.png]


    It looks like Port? Keep it up!

  • kinggambit
    • September 20, 2014 at 10:31 AM
    • #11,376

    Here's some pics for my WiP for Prophet, an Insurgency map. I could definitely use some tips on aesthetics (mainly the textures. I'm still planning on doing the art pass for the details) so please feel free to give some feedback! (excuse some of the poor lighting on the assets):


    [Blocked Image: http://i.imgur.com/EXIyZ4p.jpg]

    [Blocked Image: http://i.imgur.com/H8R6e2D.jpg]

    Some more pics: http://imgur.com/a/3aHWh#7

  • Anth
    • September 20, 2014 at 1:48 PM
    • #11,377
    Quote from FMPONE

    It looks like Port? Keep it up!

    Right on the money!

    Attempting to reduce the amount of sniping that was in CS:S. We'll see how this turns out!

  • Single
    • September 21, 2014 at 1:09 AM
    • #11,378

    I'm working on an arms race map for CS:GO, set at a sunny beach-side skate park.


    [Blocked Image: https://38.media.tumblr.com/2ded8f715db211…b1gvo2_1280.jpg]


    [Blocked Image: https://33.media.tumblr.com/98d35498cf317d…b1gvo3_1280.jpg]


    I'm relatively happy with the layout, but I'm still not sure about how it looks, so any feedback you have is appreciated. There are a couple more pictures here.

  • FMPONE
    • September 21, 2014 at 1:11 AM
    • #11,379

    That has a ton of potential and seems very well executed. Keep it up! Let's see some graffiti/decorations on those walls

  • UnknownPredator
    • September 21, 2014 at 2:27 AM
    • #11,380
    Quote from FMPONE

    That has a ton of potential and seems very well executed. Keep it up! Let's see some graffiti/decorations on those walls


    Agree'd and also make the grate textures smaller because those are some big holes for skateboard wheels..

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